Uploaded December 2015 | Updated September 2026, 2 weeks ago
Bottomswell with an unpronounceable name :D
\\Illuyankas//
HP: 13,700 (Aquapolo: 210HP)
So this fellow caused a fair few headaches with his AI, as I wanted him to not get locked in an endless loop of charging Aquapolo too
early in his 2nd attack cycle which needed a bit of jury-rigging. After ditching several rewrites of his AI, I finally figured out how to get what I was after. He'll now hold on the Aquapolos until he's had a full run on his attacks and will reset to 'Calm' after all this until he hits 1/4HP for the final phase.
The rest is in the stats & attacks. Like in vanilla, Illuyankas is flagged as 'unreachable' which means only long range attacks can hit him. And with the removal of Long Range Materia, this means that having fighters in the Front Row offers no real advantage outside of building Limits, so I've specced his physical attacks to hit hard enough to give grief to a back row party.
On the magic-side, he's got some new heavy-hitters to make use of. Cyclone is a single-target magic attack that can inflict Confuse,
while Wells Breeze hits the entire party for light damage with a chance of Sleep. Both are Water/Wind elemental, so Choco-Mog with Elemental in your Armor can half this damage down, or Aeris can absorb them with her Geo Stance.
When brought down to 3/4HP, he will enter his 2nd phase and become visually more agitated. He'll open from here with a triple
helping of Selenostrike that will inflict Silence + Darkness so having your Star Pendant equipped on the caster along with a healthy supply of Echo Drops (available from nearby stores and enemies) is a good idea.
After running through some attacks, he'll pop off his infamous Aquapolo. This is an attack similar to Reno's Pyramids that lock a character in place, but with the additional effect of draining down their HP with an anti-regen effect. The Aquapolos are also immune to physical attacks, but can be targeted with multi-target spells like Matra Magic and are weak to Bolt.
From here, it's the beginning of the end. He'll alternate from Aquapolo casts to Illuya Wave, a magic-based attack that will hit the party for moderate damage. He will use one of these as a final parting attack when killed, so it's a good idea to use Sense early on and keep tabs on his remaining HP as you run this fight in.
For attacks, Lightning and Wind are effective so Bolt and Choco/Mog are the order of the day here, with the latter delivering a good chunk of damage. Having either paired with Elemental in the weapon can help physical attackers like Yuffie land harder hits (as seen). You can also use Poison, albeit at half-effectiveness; Dirty Bombs are sold in this town, which have a 100% poison chance (but lower base damage than a normal grenade). Illuyankas also reduces damage from Fire and ignores Earth, Water, and Gravity attacks.
Party-wise, any of the characters currently available are viable choices here. Cloud, Tifa, and Red XIII have decent Magic utility, Yuffie and Barret both have ranged weapons, and Aeris can tank out the Water/Wind elemental attacks that Illuyankas throws at you. This is also the first boss fight after the Rank-Up; I'll be
running with the 'default' builds for these videos.
The reason I used Yuffie and Barret here was to emphasise the difference in their stats. Where Barret is taking noticeably less damage, Yuffie is notably much faster and can sneak in an extra turn past him. This is a combination of their natural stats, the Rank choice I made, and the equipment they're using to create two 'extremes'; a fast character and a slow/tanky character. This was much harder to do in vanilla, as stat bonuses on equipment and differences in the characters weren't pronounced enough.
So there's that.
Oh, and I adjusted the CPR 'minigame' so that Cloud is SO GOOD at blowing air into small girls that it only takes one uncharged breath to revive Priscilla. Attaboy, Cloud.
Bottomswell with an unpronounceable name :D
\\Illuyankas//
HP: 13,700 (Aquapolo: 210HP)
So this fellow caused a fair few headaches with his AI, as I wanted him to not get locked in an endless loop of charging Aquapolo too
early in his 2nd attack cycle which needed a bit of jury-rigging. After ditching several rewrites of his AI, I finally figured out how to get what I was after. He'll now hold on the Aquapolos until he's had a full run on his attacks and will reset to 'Calm' after all this until he hits 1/4HP for the final phase.
The rest is in the stats & attacks. Like in vanilla, Illuyankas is flagged as 'unreachable' which means only long range attacks can hit him. And with the removal of Long Range Materia, this means that having fighters in the Front Row offers no real advantage outside of building Limits, so I've specced his physical attacks to hit hard enough to give grief to a back row party.
On the magic-side, he's got some new heavy-hitters to make use of. Cyclone is a single-target magic attack that can inflict Confuse,
while Wells Breeze hits the entire party for light damage with a chance of Sleep. Both are Water/Wind elemental, so Choco-Mog with Elemental in your Armor can half this damage down, or Aeris can absorb them with her Geo Stance.
When brought down to 3/4HP, he will enter his 2nd phase and become visually more agitated. He'll open from here with a triple
helping of Selenostrike that will inflict Silence + Darkness so having your Star Pendant equipped on the caster along with a healthy supply of Echo Drops (available from nearby stores and enemies) is a good idea.
After running through some attacks, he'll pop off his infamous Aquapolo. This is an attack similar to Reno's Pyramids that lock a character in place, but with the additional effect of draining down their HP with an anti-regen effect. The Aquapolos are also immune to physical attacks, but can be targeted with multi-target spells like Matra Magic and are weak to Bolt.
From here, it's the beginning of the end. He'll alternate from Aquapolo casts to Illuya Wave, a magic-based attack that will hit the party for moderate damage. He will use one of these as a final parting attack when killed, so it's a good idea to use Sense early on and keep tabs on his remaining HP as you run this fight in.
For attacks, Lightning and Wind are effective so Bolt and Choco/Mog are the order of the day here, with the latter delivering a good chunk of damage. Having either paired with Elemental in the weapon can help physical attackers like Yuffie land harder hits (as seen). You can also use Poison, albeit at half-effectiveness; Dirty Bombs are sold in this town, which have a 100% poison chance (but lower base damage than a normal grenade). Illuyankas also reduces damage from Fire and ignores Earth, Water, and Gravity attacks.
Party-wise, any of the characters currently available are viable choices here. Cloud, Tifa, and Red XIII have decent Magic utility, Yuffie and Barret both have ranged weapons, and Aeris can tank out the Water/Wind elemental attacks that Illuyankas throws at you. This is also the first boss fight after the Rank-Up; I'll be
running with the 'default' builds for these videos.
The reason I used Yuffie and Barret here was to emphasise the difference in their stats. Where Barret is taking noticeably less damage, Yuffie is notably much faster and can sneak in an extra turn past him. This is a combination of their natural stats, the Rank choice I made, and the equipment they're using to create two 'extremes'; a fast character and a slow/tanky character. This was much harder to do in vanilla, as stat bonuses on equipment and differences in the characters weren't pronounced enough.
So there's that.
Oh, and I adjusted the CPR 'minigame' so that Cloud is SO GOOD at blowing air into small girls that it only takes one uncharged breath to revive Priscilla. Attaboy, Cloud.




![FF6 Brave New World (v1.6.0) - Act #1 Bosses
Planning to blitz through this excellent mod put together by BTB and Synchysi, which can be found here: http://www.insanedifficulty.com/board/index.php?/topic/6055-brave-new-world-160-is-now-available/
Brave New World is a comprehensive balance mod for FF6, which takes a lot of the old, broken mechanics and turns it all into a slick and polished fighting machine with a dedicated following, tonnes of depth, and other small adjustments.
One thing to remember is that its not a difficulty mod, which would aim to make the game as ball-breakingly hard as possible. Instead, its about making the game fun and rewarding to play which its definitely succeeded at so far. You should definitely give it a whirrrrrllllll-
Enough of that, we gotta bust some heads.
[-Whelk-] 0:09
This fucker caused my two only wipes in this run so far. If youre used to FF6, youll maybe be used to Whelk giving off a big ol GRUUUUU before he retreats into his shell. Not so here, he does it right after landing an attack which can leave you with attacks ready to go which will hit the shell and get your ass fried.
The trick is to just have one round of attacks, using Tek Missile from TERRAs Magitek Armor. Then you can finish him off with another salvo when he comes back. This guy is basically Guard Scorpions mentor when you think about it :I
[-Marshal-] 1:18
Quick miniboss. Steal from him, wreck his face...when Stop wears off :I
[-Tek Armor-] 1:58
These two have decent defence, but easily dealt with. They only attack physically if youre at a low level, which is very handy as Tek Laser would have caused us some serious pain. A lot of enemies have AI that checks player level like this.
[-Vargas-] 3:09
A threatening fight, the bears can be dispatched quickly at which point Vargas will begin attacking intermittently with Wind Slash. This is used every few turns, and hits the entire party. Vargas, along with all human enemies, is weak to Poison which I figure out toward the end of the fight.
[-Ultros-] 6:08
A complicated fight, hell counter magic with Ink and smack certain characters with a tentacle attack of varying power. One thing to note is that if Banon is KOd, then the game is over- RIDIN THE LINE WITH FRONT-ROW BANON, PROC DAT BOLT2, #thuglyfe
[-Leader-] 9:00
With our party split up, its time to clear three scenarios. There were no boss encounters in the Terra scenario so were moving directly to the lengthy Sabin one. Cyan opens it up with a quick Bushido tutorial. Which I fail. I. M. Dummy.
[-Telstar-] 9:29
A monster in a box, this guy drops a great bit of kit when killed but hes deadly. Hell summon four soldiers when none are present on the field so the trick is to kill three and leave the last one alive. This makes Sabins Blitz tricky to use on Telstar, though. We also have to deal with powerful attacks like Megavolt, which can inflict Seizure (a pseudo-poison status that drains out your HP) and Shockwave. Its best to get the fight over with ASAP.
[-Ziegfried-] 10:31
Hmm.
[-Phantom-] 11:45
Another monster in a box, he mostly used gravity-based magic. We got the kill before he could capitalise on whatever this was building up to, though. Black Belt, get!
[-Soul Train-] 12:46
Another tough fight, we lost Sabin early after he was berserked so no Suplexing here. Shadow and Cyan were then left to whittle down the train, while avoiding Evil Toots and getting run over. Fortunately, Id had the presence of mind to guess that the Ghost Rings being sold by the ghostly vendors might be handy for something in this segment; turns out they drain Acid Rain.
[-Rizopas-] 15:52
A quick fight, he got himself smacked about pretty fierce thanks to a Muddle from Suplex and our massive offence. Its massive. I also gibbed his MP using Mindblow, which left him unable to use spells. Presumably.
[-Hell Angel-] 18:16
Called TunnelArmr in the original, this idiot tries to use Magic but it gets soaked up by Celes Runic. Hes sort of a tutorial for Runic itself, showing you how this is a great way to defend against magic-orientated enemies. Locke meanwhile kicked its ass while both dodged and parried most of his attacks like goddamn pros.
[-Kefka-] 20:18
The tutorial ends here! Rather than fight all the enemy formations as part of this assault section, I instead geared up a party of four and cut through a route to reach Kefka quickly. I went with Terra over Celes for her Poison + Slow, while Gau was brought to use his Wild Rat Rage which is exclusively Poison + Bio with inherent Haste as a bonus.
But the biggest edge in this fight is Mindblow; one of those leaves Kefka with bugger all MP and his physical hits arent as dangerous as his magical ones. I kept Terra on healing while Locke tried, fruitlessly, to steal Kefkas thing before Gau killed him. He failed, so I restarted and got it on the first try the next time and it...uh- FF6 Brave New World (v1.6.0) - Act #1 Bosses](https://i.ytimg.com/vi/jIt4bqw3MBw/mqdefault.jpg)





